Patch Notes Page 22
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v0.32.4
Section titled “v0.32.4”- Fixed Hotkeys HUD prompt rendering again.
- The in-game Hotkeys prompt cells are now drawn by the engine after the Rml HUD pass instead of relying on Rml font rendering.
- Hotkeys prompt boxes should now show visible PromptFont-backed key icons instead of blank cells.
v0.32.3
Section titled “v0.32.3”- Fixed blank Hotkeys HUD prompt cells.
- The in-game Hotkeys panel now uses PromptFont CSS prompt classes for its key cells instead of relying on direct high-codepoint text rendering in RmlUi.
- Hotkeys key cells should now render the intended keyboard/controller prompt icon instead of appearing empty.
v0.32.2
Section titled “v0.32.2”- Fixed Rml HUD prompt glyph rendering.
- The in-game Hotkeys panel now updates its key cells from the active binding glyph resolver instead of leaving hardcoded letter labels in the Rml document.
- Keyboard and controller sessions now use the new PromptFont-backed prompt cells in the Hotkeys HUD instead of plain
I/J/C/N/P/B/Ltext.
v0.32.1
Section titled “v0.32.1”- Fixed PromptFont prompt presentation.
- Nearby Shrine, Trader, and other interaction prompts no longer draw the old painted badge background behind the prompt glyph.
- In-world interaction hints now render the prompt glyph inline so the new PromptFont art is visible without the legacy backplate.
- Fixed Hotkeys HUD prompt display.
- The in-game Hotkeys panel now renders PromptFont glyphs directly instead of wrapping them in the old key box treatment.
- Hotkeys rows now resolve against the active input device first, so controller-active sessions stop showing keyboard-only prompts for actions that are not actually bound on the current device.
v0.32.0
Section titled “v0.32.0”- Added active input prompt glyph switching.
- Gameplay interaction hints and major in-run overlay close prompts now swap between keyboard, Xbox, PlayStation, and Switch prompt sheets based on the active input device.
- Runtime prompt art now loads from
assets/GUI/gdb-keyboard-2.png,assets/GUI/gdb-xbox-2.png,assets/GUI/gdb-playstation-2.png, andassets/GUI/gdb-switch-2.png. - In-game prompt badges and the Hotkeys HUD now render through the new
assets/GUI/promptfont/promptfont.ttfPromptFont glyph set instead of the old prompt-sheet badge path. - Fixed overlay mouse-wheel leakage.
- Scrolling hover-claimed UI such as the Crafting window no longer also zooms the gameplay camera.
v0.31.1
Section titled “v0.31.1”- Polished
Thundertwigpresentation. - Its world loot beam now cycles through the same rainbow color sweep used by the item frame and name.
v0.31.0
Section titled “v0.31.0”- Added the
ThundertwigArtifact weapon. Thundertwigcan now drop as a top-end magical main-hand with Unique-tier rarity odds and its authored standalone icon.- Its item presentation now cycles through a rainbow spectrum on the item name and border instead of using a static rarity tint.
- Added a new slot-
5Artifact spell whileThundertwigis equipped. - Equipping
Thundertwigin the main hand adds a short-cooldown Lightning Bolt that reuses Jade’s lightning spell behavior and icon. - The HUD ability tray expands to fit the extra slot, and the lives panel shifts with it automatically.
v0.30.7
Section titled “v0.30.7”- Fixed trader and pub potion icons.
- Trax and Jules now show authored
Potions.pngassets for their legacy potion stock, including Haste Potion and Large Health Potion. - Legacy saved consumables without explicit icon metadata now fall back to the potion atlas instead of rendering blank item tiles.
- Fixed Character stat panel attribute visibility.
- Strength, Dexterity, Intelligence, Endurance, and Luck now appear at the top of the Inventory Stats panel for both Wardens and mercenaries.
- Fixed Dragon portal recovery and collision.
- Dragon unstuck teleports now cancel the scripted gate-emerge movement instead of sending the boss back toward the portal.
- Dragon bosses now ignore Dragon gate collision during NPC solid resolution so the encounter portal no longer traps them in place.